God Hand Walkthrough :

This walkthrough for God Hand [Playstation 2] has been posted at 06 Jul 2010 by whoopiiiiie-x and is called "God Hand FAQ". If walkthrough is usable don't forgot thumbs up whoopiiiiie-x and share this with your freinds. And most important we have 1 other walkthroughs for God Hand, read them all!

Walkthrough - God Hand FAQ

Page 1

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---------------------------------------------------------
| Platform: Playstation 2 |
| Developer: Clover Studios, Capcom (2006) |
| Genre: Action |
| Rating: M (Blood and Gore, Language, |
| Suggestive Themes, Violence) |
| |
| Author: Georgi Samaras |
| E-mail: SophiaLee04@yahoo.com |
| Version: 1.05 |
| Last Updated: October 21, 2008 |
---------------------------------------------------------
____________________________________
CONTENTS
Introduction .............................. [int]
Characters ................................ [cha]
Controls .................................. [con]
The HUD and Items ......................... [hud]
Techniques and Effects .................... [tec]
Difficulty ................................ [dif]
Starting Tips ............................. [tip]
Useful Combos ............................. [use]
Walkthrough
Stage 1 ................................. [st1]
Stage 2 ................................. [st2]
Stage 3 ................................. [st3]
Stage 4 ................................. [st4]
Stage 5 ................................. [st5]
Stage 6 ................................. [st6]
Stage 7 ................................. [st7]
Stage 8 ................................. [st8]
Final Stage ............................. [st9]
Shop/Casino ............................... [sac]
Extreme Fighting .......................... [fia]
Extras/Trivia ............................. [ext]
Miscellaneous ............................. [mis]
____________________________________
INTRODUCTION [int]
"In the days before time, an angel filled with pride
fell from the heavens to a life in exile
as the Demon King Angra.
"Filled with spite and hatred, Angra spearheaded
an army of demons and specters
to overthrow the world of mortal men.
"However, a man appeared with the power of god
sealed in his arms, and used this power
to once again send Angra into exile.
"The people, grateful that Angra's threat
had subsided, bestowed upon the man
the title of Godhand.
"Legend states: 'Although the man is long since gone,
a single clan continues to this day to defend
the Godhands, and the power held within.
"'Those who possess this power are capable
of becoming either god or demon.'"
It's somewhat hard to write and follow a walkthrough for a game where your
main purpose is just to beat up everything in sight, but it's worth a try! I
picked up this title on a whim and have been hooked ever since. So here's my
tribute to the awesomeness that is God Hand.
This walkthrough will try and cover all the basic stuff and provide strategy
to get you through in one piece. When I say strategy, I mean strategy. I'm
not going to blatantly say something like, "Use the Ball Buster roulette and
then go in for a four-part combo with Overhead Blow, Long Straight 3, High
Side Kick, and Drunken Fist." This game is too random for that. It's more
like laying out how your enemy moves and then providing a loose battle plan
based on said info. In no way are the strategies outlined herein definitive
or "the best", nor do I attempt to claim that they are; I'm just sharing what
worked for me.
Use the table of contents above and the Find feature to get around this guide
quickly. When searching for different sections of each stage, just keep
hitting the "Find Next" button and you'll get to where you want to go
eventually.
____________________________________
CHARACTERS [cha]
GENE
A 23-year old who lives by his fists, Gene apparently travels from town to
town, earning whatever he can. He has a strong sense of justice and can't
turn down a cry for help. Unfortunately, this gets him into trouble when
he comes to the aid of Olivia only to get his right arm cut off by demons
and replaced with one of the fabled Godhands. Though he complains a lot,
he doesn't let his outspoken, macho nature get in the way of his need to
help others.
OLIVIA
Olivia is 19 and one of the last members of her clan. Her duty is to
protect the Godhands from those who would use them for evil purposes. When
she is accosted by demons and saved by Gene, she entrusts one of them to
him to save his life and seems to gain control of his life in the process.
She shares Gene's need to help people and sends him all over the continent
in order to put the terrorizing demons in their places.
BELZE
Belze is the leader of the Four Devas, a group of demons whose primary goal
is to resurrect Angra and turn the world into a demonic paradise. Prim and
proper in his cheap suit, Belze prefers not to get his hands dirty and uses
the other members of the group to capture Gene to make sure the power of
god does not interfere with Angra's return.
AZEL, THE DEVILHAND
The other survivor of Olivia's clan, Azel is a firm believer in survival of
the strongest. He chooses to align himself with demons and is only
accepted into the Four Devas because his left arm is the other Godhand.
His relationship with Olivia is not a happy one despite their engagement,
and Azel seems to see her solely as a means to get close to and test the
other Godhand's power.
ELVIS
Elvis is a demon that knows the pleasures of life. He's never seen without
a cigar and is always taking time out to snack on human flesh. Despite his
love for pleasure, he knows how to fight when need be and is constantly
trying to prove himself in front of Shannon.
SHANNON
Always one to hold a party, Shannon is akin to Elvis in her love for a good
time. Her heart doesn't seem to be in the Four Devas, as she'd rather be
out than sitting around a table holding meetings, and she has no real
interest in Belze's ambitions. Her one desire right now is to catch Gene,
not to help Belze but to gain a pet.
____________________________________
CONTROLS [con]
LEFT ANALOG STICK
Controls movement. Since the camera is fixed behind Gene, hitting up on
the stick is the only way to move forward. Left and right will only turn
him in place. Down will slowly move Gene backwards. Double tapping
forward makes Gene sprint and hitting triangle, square, or X during a
sprint will end in a different dash attack. When using the Stomp command
on the field, tilting the left analog stick will result in different moves.
RIGHT ANALOG STICK
Controls dodging movements. Up is a simple ducking motion (not a crouch,
unfortunately). Left and right are sidesteps, and down will make Gene
perform a back flip.
L1
Performs a 180 degree turn. This is extremely helpful when you need to get
breathing room between you and a foe.
L2
Taunt. Not only does it fill your tension gauge, but it makes enemies
steaming mad and causes them to rush towards you. Used carefully, this can
help you weed them out of a group one by one.
R1
Opens the God Roulette. If you have roulette orbs, this will cause the
game to go into slow motion and brings up a roulette wheel with different
godly moves for you to choose from. Use the left analog stick or R1 to
cycle through the choices and use circle or X to select a move or triangle
to cancel the roulette. Enemies can still attack you when the roulette is
open if they're close enough.
R2
Unleash the Godhand! When your tension gauge is orange and Gene's right
arm is glowing, you can use the Godhand to become invincible for a short
period of time, move super fast, and cause extra damage to enemies. This
power lasts the same amount of time no matter the size of the tension gauge
and cannot be cancelled once activated.
SQUARE, TRIANGLE, X
All three of these buttons are your primary attack buttons, and you can
fully customize them to your heart's content. The left analog stick can
also be used in conjunction with these three buttons to perform extra
moves. X is used to confirm menu selections, and triangle is cancel.
There are also certain special moves you can perform with triangle
regardless of your technique/button configuration:
right analog stick up + triangle = Low Roundhouse Kick
left analog stick up + triangle (when enemy is on ground) = Heel Drop
(this can be charged up)
triangle (when enemy is floating from Heel Drop) = Launch Kick
left analog stick down + triangle (when enemy is juggled) = Laughing
Dragon Punch
left analog stick up + triangle (when enemy is juggled) = Mid-air
Roundhouse Kick
CIRCLE
God Hand uses event reaction button commands, which let you perform special
moves on your foes when the time is right. Circle is what you'll be using
most of the time, and you'll love it. When an enemy is dizzied, it will
let you perform special moves on them. Circle also lets you interact with
the environment by picking up items (use X to throw).
START
Displays the menu. This is where you can set up your attacks and roulette
moves and check your status. Hitting R1 and L1 will also let you partake
in an Olivia slideshow, which is added onto after every stage.
____________________________________
THE HUD AND ITEMS [hud]
All the important in-game stuff is on your HUD (heads up display). The upper
right corner has your radar, which indicates enemies and items. Under that
is your bank account. The lower left has your roulette orbs for your special
moves, life gauge (the orange bar on top), tension gauge (the purple/orange
bar under that), and your difficulty meter indicated by a level. Enemy drops
and breakable items will replenish money, health, and pretty much any stats
on your HUD:
Coins and money bags replenish your bank account, and they are each worth a
different amount from bronze to silver to gold in ascending order. Think
of it as start-up money for your gambling career.
Cards: Girl in Bikini = restores tension gauge
Green Skull = restores one roulette orb
Gold Skull = restores two roulette orbs
Red Skull = restores three roulette orbs
Gene's Outfit Emblem (Orange) = increases attack power briefly and
makes moves unblockable
Fruit: Cherries = restore 20% of health
Orange = restores 30% of health
Bananas = restore 50% of health
Strawberry = restores 100% of health
Since Gene does not have an inventory, you can't carry or store items. As a
trade-off, all items on the field will not disappear once revealed. So if
you happen to come across a strawberry when you're still at full health, save
it until you really need it. It'll be right where you found it. Make
absolutely sure you pick everything up before leaving an area; fruits and
cards also give you money if the stats they refill are already full, and
since you can't return to an area once you leave, they're no good just lying
there.
____________________________________
TECHNIQUES AND EFFECTS [tec]
JUGGLE
A Juggle attack sends an enemy flying into the air; however, this might not
work every time on heavier foes or bosses. Juggling sets them up for mid-
air punches, kicks, or a sound stomping from Gene's foot when they hit the
ground. It's possible for enemies to recover from a Juggle attack and
instead fly away from you, steaming, but it's still a good way to get them
to back off.
LAUNCH
Need to get an enemy out of your face? Launch attacks send them flying no
matter how much health they have left. Like Juggle attacks, this might not
work on everyone. However, most Launch attacks have the drawback of drawn-
out animation. Only perform a Launch attack after, say, a Guard Breaker or
when the enemy is dizzy or taunting. That way, they can't catch you mid-
move.
CHARGE
These are usually also Juggle and Launch attacks. Hold down the button
it's assigned to to make it stronger. These attacks are useful when an
enemy is far away and running towards you. Time it juuust right, and
they'll walk right into it. Use these with care though, as you're a
sitting duck and they'll release automatically when they reach their limit.
BREAK GUARD
Always have a Guard Breaker on hand. (No pun intended.) When enemies
brace themselves to guard against Gene, they'll stop him mid-attack should
he hit them. This leaves him open to counterattack, but performing a Guard
Breaker turns the tables on them and leaves them vulnerable. A Guard
Breaker's power doesn't matter in the grand scheme of things; it's the
action of smacking them out of stance that counts.
HEAT UP
There's only one Heat Up technique, the Yes Man Kablaam. This attack adds
insult to injury and fills the tension gauge. However, it takes a while to
actually connect and the taunt afterwards leaves Gene open. Use it like a
Launch attack: after a Guard Breaker or when your foe is preoccupied.
Perform a quick dodge afterwards to cut the taunt short if need be. There
are also roulette moves with the Heat Up effect, like the God Charge.
DIZZY
The only Dizzy move is the Granny Smacker, which is quite humorous. It's
slow and does little damage, but it renders an enemy susceptible to an
action command attack with circle. Like the Yes Man Kablaam, perform a
dodge right after it connects to avoid being an easy target when Gene
performs the finishing animation. Roulette moves like the Chain Yanker and
Ball Buster also render enemies instantly dizzy. An important note to make
about a dizzied enemy is that they remain that way for a short period of
time, making it a perfect opportunity to throw punches like the Yes Man
Kablaam and finishing by hitting circle before they recuperate. (Thanks to
Knoxx for sending in this info.)
EVADE HIGH ATTACK
These attacks do just what they say. Most enemies' attacks are in the mid
to upper range so hitting below the belt is a good thing. They also work
well on shorter foes.
UNBLOCKABLE
Somewhat self-explanatory, enemies cannot guard against these attacks.
That doesn't mean they're incapable of being interrupted though.
____________________________________
DIFFICULTY [dif]
The difficulty settings in God Hand are a little different. At the start,
you can choose easy or normal, but the real difficulty factor is measured in
levels. The current level is in the lower left corner of the HUD by the
skull. Landing hits on an enemy, taunting, using a Guard Breaker at the
right time, and generally doing a good job raise the level. Taking lots of
damage lowers the level.
There are four levels: 1, 2, 3, and Die. The higher the level, the tougher
the enemies. Easy mode never goes any higher than level 2. Normal mode can
go all the way to Die. Hard mode, which is unlocked by beating the game on
normal, is nothing but level Die. The more enemies you defeat on higher
difficulties, the bigger the cash bonus at the end of the stage. If you ever
find yourself on a level of difficulty that you can't handle, there's a way
out. Open the God Roulette and cycle through until you see the Grovel
option. For one orb, Gene will get down on his knees and, well, grovel.
This will automatically take you to the start of level one.
____________________________________
STARTING TIPS [tip]
Dodge like crazy! Gene cannot block so it is vitally important for you to
get familiar with the right analog stick to avoid getting your ass handed to
you. Dodging is also a trick some players use to cancel certain techniques'
long animations to make Gene recover and move faster.
Don't button mash! Mashing square over and over is obviously a bad move.
Gene will get into a combo, the enemy will guard, Gene will get thrown off,
and then Gene will get counterattacked. Watch your foe. For example, some
enemies do charge attacks; wait for them to unleash it and simply sidestep
out of the way to counterattack them. Patience is your friend.
Save your Godhand! Only use it when absolutely necessary: when you're
outnumbered, when you've encountered a powerful demon, etc. This may be a
no-brainer, but it is hard to resist using it when the meter is full. Do not
fritter it away or you will be sorry the next time a demon pops out of that
thug you just killed.
Do not waste your roulette orbs! If you want to play around with your
roulette moves, go to the training area. In battle, know what all of them do
and which ones you want to use. The wheel is randomized each time you
activate it; if you can't find your move in time, use triangle to cancel and
try again, or Gene will pick a move himself.
Run away! Some enemies have what I call the "stupid thug complex". If you
run too far away from them, they'll give up on you and return to their
original positions. Use this to your advantage! Also, be aware that only
when an exit is blocked by a magical barrier or a lock do all the enemies
have to be slain to move on. Sometimes running away really is the best
option.
Trust (or curse) your luck! Most of the drop items from enemies and
breakable objects are random, so expect to get screwed over a lot. Demons
will also appear randomly and when you need them the least. In other words,
sometimes dying can't be helped.
On that note, just keep at it! This game lets you customize your fighting
style in a myriad of ways. If you keep dying in an area, chances are your
technique needs some work or your attacks aren't causing enough damage to be
effective. Experiment. You'll strike up something that works for you sooner
or later. If not, check the God Hand message boards or YouTube to see
strategies others have found.
____________________________________
USEFUL COMBOS [use]
Here's a bit more explicit advice for those who want it. You will more than
likely come across a combination of moves that works for you. It'll work so
well that you'll want to use it over and over. This may seem cheap to some,
but for others, it's the only real way to get the job done. Here's a list of
such combos that either others have taught me or I stumbled upon by trial and
error.
YES MAN KABLAAM + SIDESTEP
Wait for your enemy to be put off guard, either by them taunting or you
using a Guard Breaker. Do one Kablaam, sidestep, do another Kablaam,
sidestep again, rinse, repeat. The point of sidestepping is to cut Gene's
taunt short, since it is so drawn out. This combo fills your tension gauge
insanely fast, and since the Yes Man Kablaam is also a Guard Breaker, you
can use it repeatedly even if your enemy braces against it. Don't use it
too many times in a row though or they'll start a combo of their own and
interrupt yours.
DASH ATTACK + YES MAN KABLAAM + SIDESTEP
The square dash attack is a personal favorite. It launches lighter foes
and stuns larger ones 60% of the time. When it successfully stuns,
instantly do a Yes Man Kablaam to start the trick listed above. If your
target should happen to guard against your dash attack, do a Guard Breaker
instead (if you have time), followed by a Kablaam and a sidestep.
CHAIN YANKER + YES MAN KABLAAM + SIDESTEP
This is basically the first strategy with the Chain Yanker roulette used to
draw the enemy in close. This also dizzies them, meaning you can pull off
several Yes Man Kablaams without worry of counterattack, so there's no need
for dodging except to cut the animation short.
HALF MOON KICK + STOMP
Put the Half Moon Kick on a hot button, use it until your enemy falls on
the ground and prompts the Stomp command, stomp them to fill your tension
gauge, stop early and let them get up, Half Moon Kick again, rinse, repeat.
The Half Moon Kick is a dual-type move, letting you evade an enemy's attack
and coming up high to juggle them away. Even if they dodge the initial
kick, the second one is bound to connect unless they happen to guard. The
only problem with this is that the Stomp command leaves Gene extremely
vulnerable, so it only works well when not swamped.
RIGHT ROUNDHOUSE 3 + SIDESTEP (+ STOMP)
Assign the Right Roundhouse 3 to a button like X or triangle, use it, and
sidestep and kick back and forth. Most of the time, this knocks the enemy
to the ground. The cool thing about the Right Roundhouse 3 is that it's an
area kick: it hits enemies low to the ground as well as those behind or
close to you. You can either continue kicking away or use stomps to fill
your tension gauge like with the Half Moon Kick trick.
JUGGLE + CHARGE
Pick a Juggle attack and after you use it, if the enemy is knocked down or
jumps away, start your Charge attack. Hopefully, by the time the enemy
gets back up to you, your attack will be ready. This combo is less tried
and true and will not work on the more nimble foes. I just know that the
combination of the Half Moon Kick and Fist of God got me through some tough
arena fights in style.
____________________________________
WALKTHROUGH
This walkthrough was written while playing on the normal difficulty. Easy
players can expect the same fights but lighter combat. Hard players better
know what they're doing since all enemies move much faster and attacks cause
insane damage.
____________________________________________________________
STAGE 1-0, The Beginning [st1]
Start off by taking care of the two guys right in front of you. Remember to
dodge every now and then. A good formula to follow is three or four punches/
kicks followed by a Guard Breaker or a back flip to give yourself room before
they can counterattack or gang up on you. Two at a time isn't much of a
problem but feel free to do a 180 and run to make space. Afterwards, a fat
thug will charge out of a door. Take him out. On the right side of the
building with the crates is a thug with his back turned. He'll drop a wooden
plank you can use. Go inside the door he was guarding to find some crates
upstairs. (If you go in the bar first and then walk outside that door, Gene
will automatically run far enough away so the thug will miss him.)
In the open area next to the saloon, you'll see three guys ganging up on a
villager. If you stay in this area long enough, a statue will pop out of the
ground to the left. Punch it repeatedly to get a random item (usually a card
or fruit) or it will go back underground. Now save that poor man, but DO NOT
under any circumstances use God Roulette attacks around villagers. Gene won't
auto-target them even though his punches can still hurt them, but roulette
moves will most likely kill any and all villagers nearby in one hit. Villagers
are stupid; they will run to safety right through the middle of your fights!
After you clean up and take care of the two guys that pop out of the saloon,
enter the drug store behind you to find the guy if you didn't kill him. Saving
villagers keeps you from getting cash deductions at the ends of stages, and
they'll always give you an item in return.
Note the explosive red barrel near the saloon; you can use it on the three guys
inside. A demon will rise from the corpse of the guy sitting alone. These
demons are fierce opponents, being faster and stronger than normal foes. This
brand of demon (purple) loves to fight with its fists. It'll do a combo that
results in it lashing out with an extended arm, so back flip to safety. It
also has a long range attack, shooting fire balls at you. Sidestep back and
forth to avoid them. It will also try to teleport behind you, but Gene has a
Counter reaction command for this. By far, the easiest way to deal with demons
is to unleash the Godhand and clean up with combos afterwards. From now on,
these demons will spawn randomly so always keep a full tension gauge because
you never know when you'll encounter one. Some will even give up random
techniques for killing them. When you try to climb the stairs, two more
enemies will jump through the roof. Collect the spoils upstairs and head
outside.
The stable will open and three enemies appear. They won't stray far from the
stable so it's fun to run out and do dash attacks right into them repeatedly.
After clearing them out, check the right side of the other end of the stable
for a ladder you can climb to the roof. Raid the crates and hop back down.
The guy in front of the building by the stable has a pipe. Pick it up and go
left to find a guy with a hammer. Throw the pipe at him and steal his hammer.
Nice trade. Down the street is a fat guy sitting on a villager. Approach him
and three more will appear behind you. Do a 180 to get some breathing room but
watch for the villager as he runs away. That hammer you got should clear them
out quickly, but there is a very good chance that the fat thug will turn into a
demon. The villager will be in the green and white building. Break all the
barrels and such and move on.
From now on, after every stage you can save, continue, or enter the shop and
casino. (See the Shop/Casino section after the walkthrough for more info.)
After completing every major stage (i.e. - going from Stage 1 to 2), new
techniques, roulette moves, and power ups will be available in the shop.
____________________________________________________________
STAGE 1-1, My Right Arm The God Hand [st1]
Use the barrels around the area on the three immediate enemies. You can also
run out into the open area behind you to get your bearings; the thugs will only
stay around the buildings. Try to go back in the hotel if you want to see
Olivia's smartass face again. Behind the green building opposite, you'll find
the Little Devil. For beating her challenge, you'll get a money reward based
on your difficulty level. If you fail, you'll reappear in the stage with your
health/tension meter and roulette orbs unaffected. If you win, you'll continue
the stage with all your stats as they were when you beat the challenge. In
this sense, sometimes the money isn't worth it if you barely make it out of a
tough challenge.
__________________________________
LITTLE DEVIL CHALLENGE 1
Annihilate all of the enemies before time runs out.
Time: 2 minutes
You start off with three normal thugs followed by a fat thug and two more
thin guys and finally a bigger thug with a bat. You don't have much room to
work with in the arena so they can easily gang up on you, and if you were
low on health when you accepted the challenge, you might have a hard time.
In this case, continue the stage to regain health/orbs/etc. and come back.
Stick with your punch/kick combos with the occasional back flip/sidestep.
Using the Godhand is a good idea when you're outnumbered, then you can handle
stragglers easier. The last guy is dangerous with that bat but at least you
can fight him one-on-one.
Cross the bridge and take care of the two fat thugs. You can kick or dash
attack them and all other enemies off the bridge. No drop items, obviously,
but a nice quick kill. More will come down in a lift. Head up.
____________________________________________________________
STAGE 1-2, A Poison Chihuahua!? [st1]
Take care of the two guys in front of the pub. There's a plank near them if
you want to use it. Inside the pub are two more. Thugs will come out of the
building to the left of here and another is inside terrorizing a villager.
Going down main street, you'll see a man get poisoned ... by a chihuahua. If
you want to save him, chase down the little green guy for the serum. If not,
just take your time with the rest of this stage.
To catch him, beat up the thugs and the doors will open. Enter the green
building on your right and go up the ladder. Jump down and return to where the
villager is. Turn left and follow him around and inside the bar. Beat him
down (two dash attacks with square are more than enough), and he'll drop the
serum. At this point, you can ignore everyone and run back to the villager and
give him the serum in return for the Dragon Kick roulette. You can either
clean up all the new thugs or just move on.
Venturing further through the big red doors where you chased the guy down,
you'll get more thugs in a hot air balloon. The Little Devil is behind the red
building to the right.
__________________________________
LITTLE DEVIL CHALLENGE 2
Destroy the car before time runs out.
Time: 1 minute
What an ugly color. Punch and kick it out of its misery. Honestly, I don't
know what else to say. You have to destroy all four sides of the car so move
quickly.
You can walk right by the fat thug to the next area.
____________________________________________________________
STAGE 1-3, Secret Warehouse Carnival [st1]
Oh boy. Make note of all the crates in the area. First, you'll have to beat
three waves of thugs, two at a time. Hope that they give up some items and use
them to charge your tension meter. Mr. Gold and Mr. Silver will pull some
usual thug stunts: punching volleys and playing leap frog to vault into the air
to dive bomb you. Simple back flips and sidesteps will get you out of the way.
They also like to jump up in the air in a ball and come crashing down on you
for some good damage, but this attack is easy to spot and avoid. Whenever they
say "Whip it!", they will lunge at you, butt-first. Their strangest attack is
when they meet up in the center of the warehouse after yelling, "Here I come!",
make suggestive motions, spin at you, and lunge. You can interrupt this by
throwing a crate at them, or you can just run until you hear them stop. Don't
let them grab you or it will result in them tag-teaming: throwing you in the
air and slamming you back down. Ouch.
If you have it, use your Godhand. Since they like to gang up on you, this will
most likely result in you hitting them both at the same time. Then you can run
to the other side of the warehouse, taunt them, rinse, and repeat until it's
full again. Dash attacks work well to break them up since they'll chase after
you together too. Take a look at which one's health is lower, find him, and
focus all your energy on him. Be careful: only throw a few punches and then
dodge since they are quick, and one will attack from the side while you're
hitting the other. If you've got room and orbs, splash damage roulettes will
work nicely when they gang up on you. Once one of them is down, they can't
pull off team moves, and it's as simple as punch/kick combos and dodges.
Outside, collect the spoils but watch out as there will be at least one enemy
hiding in the barrels.
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STAGE 1-4, Sneak Into Elvis's Crib! [st1]
Watch out for the enemies in this first hall and the room to the left since it
is easy for them to gang up on you in the small space. If you need to fill
your tension gauge, punch the statue of Elvis until it drops its book, then
feel free to look. This will only work once though. The guy in the side room
will drop a rosary. Clear out the hall and hope you get some healing items
from those crates and vases before entering the room at the base of the stairs.
In here are three glass cases to pilfer for cash and four waves of enemies.
First, you get two normal thugs. Then three more. It is surprisingly easy to
get caught in a corner thanks to the glass cases. I personally like doing
repeated dash attacks with square to send them flying and keep them from
surrounding Gene. Next is a flood of the little green guys. As you might have
seen before, they like to throw bombs that you can kick around the room. They
will also try to poke you in the ass, which is just embarrassing. Be ready to
hit circle if you see one go behind you as this will result in a satisfying
reaction attack. A few punches and kicks are enough to take them out; dash
attacks annihilate them. Lastly, you get two of the taller thugs. Now might
be a good time to unleash that Godhand. When they're dead, get the treasure
(noting the odd busts) and the rosary and leave.
If you need to refill your tension gauge, the Elvis statue will have gotten its
book back. Upstairs, there's a room beside the door the two guys are guarding.
Save the girls inside from the fat thug to get your third rosary and meet them
downstairs for items. Use your three rosaries to unlock the door; you can beat
up those two tall thugs or run right past them.
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STAGE 1-5, Who's The Boss? Elvis! [st1]
The first thing you should do is go behind Elvis's chair and get the chest
there for the Yes Man Kablaam technique. Break the vases over Elvis's head,
punch his chair, and hope for something good.
As for attacks, he has a long range attack where he hurls fire at you. He can
also hurl himself at you super fast (head down or fist out). He'll punch,
kick, and head butt as well as jump into the air and land to do splash damage
if you stand close to him long enough. He is surprisingly fast so you will
need to keep on your toes. Lastly, he can blow smoke in your face to blind
you. Watch your radar to keep your bearings and make room until it clears out.
As for offense, his long range techniques were hurting the most so I found it
was easier to keep close to him since his jumping splash damage technique is
easily avoided with a back flip. Elvis's weight keeps him from being hugely
affected by dash attacks and strong kicks, though they are good for throwing
him off kilter. Using the Godhand is the best way to pile on any real damage
since Elvis is quite fast. Luckily, the Yes Man Kablaam helps A LOT in this.
Basically, the strategy to follow is punch/kick combos until Elvis guards. Use
a Guard Breaker and, while he's recovering, use the Yes Man Kablaam followed
instantly by a sidestep to increase the tension gauge. This is a widely
popular move because it is an effective lifesaver, pure and simple. To make it
even better, if the Kablaam connects, it will stun Elvis long enough to do
another. And another. But usually not too many more than that. Elvis's speed
allows him to recover and attack quickly.
You can now enter the fighting ring in the casino complex to start earning
money. More bouts will become available after each major stage. See the
Extreme Fighting section for more info.
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STAGE 2-1, Demons Playing With Fire [st2]
There are thugs (including females now) scattered in this area, plus you've got
guys throwing fire balls at you. You can easily take on all the baddies one by
one by using taunts to get them to come to you. Listen for the sound of air
whooshing and dodge to avoid a possible fire ball. As for the females, they
like to jerk your chain. If you see them sit on the ground and start crying,
stay away! They'll low kick you if you get near them. Someone in this group
will drop a key. Continue up the path, watching for projectiles.
Up the stairs to your right are some crates and a thug. Don't venture too far
out into the wide open area. The enemies around here will approach you
themselves in easy-to-handle groups of two. The second group is two females,
and at least one will have a whip. Either take the whip lady out in close
range or be ready to back flip when you see her raise her whip because it has a
good reach and will knock Gene off his feet. The last guy you face looks like
a normal, taller thug, but he has a mohawk that he can throw at you. Take him
out normally but be ready to sidestep if he raises his hands to his head.
He'll give up a key. Someone in this area will most likely turn into a new
kind of demon (orange). These guys brandish a blade on one arm and specialize
in lunging attacks. Keep your distance and sidestep to avoid damage, and then
go in for the counterattack. However, they can also teleport and have no
reaction commands for Gene, so get ready to run when one goes behind you. Go
up the stairs ahead of you and take care of the bladed fat thug and his friend
who were working the catapult.
In the next area, watch for more fire balls. Go to the left to find an open
area with six thugs (the more dangerous ones have a whip and a bat). They're
nice and spread out so you can easily use taunts to draw them out for one-on-
one fights like before. Use the barrels and crates to hit them and draw them
out as well. Two of them will drop keys. Further in upstairs, you'll meet two
citizens being terrorized. Pick up your new bat and use it to save them; just
be careful you don't hit them.
Go back downstairs and continue up the path, clearing three more enemies as you
go while getting another key. Those ladies you saved will be hiding to the
left near the writing on the wall. Loop around, smash the crates, and move on.
____________________________________________________________
STAGE 2-2, Human Fireworks = PARTY! [st2]
To save this poor guy, you'll need to beat up the thugs while making sure that
the lit fuses don't reach the TNT. Stomp on the fuse to put it out. The thugs
with torches will actually be more preoccupied with lighting the fuses than
Gene so use that to your advantage, but the heavier thugs won't have torches
and so will only attack you. You'll know the fuses are lit when the villager
is screaming. A nice way to handle this is to throw punches and break their
guards when they put 'em up to buy time. Or, since they're the skinny thugs,
just dash attack them with square. You've also got two explosive barrels by
the entrance to use. While they're recovering, go and stomp on a fuse. Gene's
stomp animation does not grant him invincibility, so stomp once and then
immediately sidestep or back flip. After all the torch-bearers and fatties are
gone, a bladed fat thug will attack on his own. Watch for his long range
lunges; he's actually pretty fast with those. Throw some of the leftover
torches to easily take him out. You'll get the roulette move Daisy Cutter for
saving the villager. Use the key fatty dropped to continue.
At first, there are only crates in the next area. This must mean there's a
boss or the Little Devil is nearby... Yes, to your right. Replenish your
health if you can/need to before talking to her.
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LITTLE DEVIL CHALLENGE 3
Annihilate all of the enemies before time runs out.
Time: 2 minutes
This challenge is a real pain; I usually pass it up. You have two waves of
enemies. First are two whip ladies and a bladed fat thug. They start far
apart but will gang up on you before you know it. If you have your Godhand
charged, use it and you'll most likely take out the two ladies because
they'll be so close together. If not, throw a few punches and quickly dodge.
Rinse and repeat until your meter is full. Afterwards, use the fat thug to
charge up your meter again because after that you have to deal with a knife
sniper, another whip lady, and a zebra thug (a taller guy in a tacky outfit
that packs more of a punch than other enemies).
The knife guy usually keeps his distance just because he can throw knives at
you from clear across the arena. The zebra thug and the lady have no problem
chasing after you. You'll want to take the sniper and the lady out first
since they don't take much punishment to kill (dash attacks work well). Your
best bet is charging your Godhand or using roulette moves, but this is
difficult since time isn't on your side.
Three thugs are guarding the door ahead. Two attack first and then a taller
guy jumps in. Feel free to lead them back to the open area if you need more
room to maneuver.
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STAGE 2-3, Giant Enemy Crane [st2]
You'll get a shot of knife snipers up ahead. You can jump up the ladder and
use the barrel to knock one of them off, but it's easier just to punch their
platforms out from under them and take care of them on the ground. Constantly
dodge since they're nimble, and you'll most likely take them on one-on-one,
meaning you're always under the knife (ha ha) of the one above. They always
yell before they attack; use that to your advantage. One of them coughs up a
key.
The object in the next area is to destroy the crane. Problem is, thugs are
going to be in your way for most of this first part and the crane will also
home in on you if you stand under it. You can actually use the crane to damage
the small fry; get the crane poised to attack and then run to get the thugs to
stand where you were. Bam. You can also pull the lampposts out of the ground
to use as bludgeons or projectiles. As for the crane, when an arm comes down
to attack you, it will get stuck in the ground. Just punch and kick it. Rinse
and repeat the baiting process until both are down. Just watch out that those
thugs don't catch you completely off guard. They come in all varieties but are
not indefinite, so you can take them out before turning on the crane if you
want.
Go up the only open stairs on the ground floor and loot the crates and barrels
on the way around. Jump down and go into the area you opened by killing the
crane. This door up here will lock. Smack the face of the lock until it turns
red to open it. Beware of the spiked arms that will activate. They'll shake
before they hit you, so back flip away and continue whaling on it. Or just
throw a lamppost at it to take care of it in one hit. Kill the bladed thug
inside; he can be a real pain. He's so light that a punch from Gene will make
him reel backwards, making it difficult to land any more on him without moving
closer, opening yourself up to an attack. If you have any lampposts or barrels
left, use them. He'll follow you into the open area, but not far. This way,
you can easily keep tabs on him. He'll give you a key. Use it in the crane
area on the ground floor to move on.
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STAGE 2-4, Beware The Arrow Bridge [st2]
Take care of the two enemies. Before crossing the bridge, flip the switch in
the alcove on the left side of this area. The floor will open up, revealing a
villager in distress. Jump down to get the bad guys' attention, then jump up
out of the depression to do battle since the lady won't run to safety. For
finding her, you get the Chain Yanker roulette move.
To cross the bridge safely, just walk in between two of the pillars shooting
arrows. Not hard. Punch them out if you want.
Ahead, you've got a mohawk thug and a guy with a bat. Be careful if you kill
the bat guy first because mohawk will go and pick his bat up. They'll both
drop keys. Two whip ladies lie ahead. Throw your new bat at one of them to
instantly KO her. Use the remaining one to fill your tension gauge. Clean up
the barrels and examine the poster to use your two keys.
Poor Gene. :(
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STAGE 2-5, The Three Evil Stooges [st2]
Payback time! The good news about facing these three is that you'll do it one
at a time. As always, note your surroundings. Tons of crates around.
Felix, the big guy, is first. He likes to steam and charge. All you have to
do is sidestep and counterattack. You'll mostly see him swing his large arms
around to attack and end in a lunge. Don't think getting distance between you
two will keep him from landing hits. He can slam his arms down for a shockwave
attack (watch for the dirt), and he'll charge. You should really only use the
Godhand on him once. His attacks are so predictable that it's easy to take him
down with basic combos. When he's about gone, use him to charge your tension
gauge for Bruce.
Bruce is basically a knife sniper and so is extremely annoying. He likes to
throw that weapon of his like a boomerang. Duck right before it hits you and
sidestep away or keep ducking until it comes back. He will also kick, use heel
drop moves, and slide along the floor. Like Elvis, he can blind you. If
you're in his face, he'll spit green liquid at you and coat the screen. Run
around until it clears. Using the Godhand on him is tough because of his
weight. Like the last major thug you fought, he's so light that he ends up
reeling from one punch! A good way to keep landing hits is to punch and kick
without entering a combo. Keep your thumb tilting up on the left analog stick,
and you'll always stick close to him. If you've been saving your crates, they
work really well to throw him off balance and open him up to some punishment.
When he's through, it's Conchita's turn. Ugh, she has a whip. Really, all
she'll do is kick you if you're close and break out the whip if you're far
away. She does also have a lunge attack where she straightens her whip like a
sword. Use the Godhand to give her a sound thrashing and dizzy her for a
spanking. Keep good distance and wait for an opening after an attack to go in
for a combo or two. Just be sure not to fall for her crying bit. If she turns
blue-faced and sits down, wait for her to get back up. Taunting her while she
cries is always fun. Be sure to utilize all your leftover crates.
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STAGE 2-6, The Cliff Ahead [st2]
See those circular patterns on the ground ahead? Simply punch the rocks so
they sit on the patterns, one for each. (The rocks say, "It's hard." Uh,
thanks?) Afterwards, three thugs appear. Watch out because fatty is fast when
he lunges with those blades! Use taunts to draw them out one-by-one if you
can. They have the stupid thug complex where they can't leave their designated
posts. If they gang up on you, run back to where you started, and they'll
retreat. Next, get the two guys by the rope ladder.
Up here, thugs will come out of the shack one at a time. Kick them or dash
attack them off the cliff to get them to back off. If you'd rather not put up
with them trickling out at you, just take care of the first one and jump right
up to the shack; they'll stop coming when you step through the door. Take care
of the knife sniper upstairs and the two other thugs. Beat open the door and
refill your health with that strawberry in the chest. Flip the switch and head
outside.
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STAGE 2-7, The Return Of Fat Elvis [st2]
You'll have to deal with two knife snipers first. As soon as one is dead,
Elvis will jump in. Use the first one you kill to charge your tension gauge.
If you get the remaining sniper between you and Elvis, he'll most likely get in